I don't understand why they don't repurpose studios. Rather than invest in new talent, why not let your existing talent create novel ideas? They were very good at it in the old days before they became franchise factory workers. Couldn't Studio Liverpool have been given the go-ahead to create a dozen radical games?
Or is this a busniess choice, because running a large studio is far more expensive than investing in one-off titles and independent studios? That's been a significant argument for MS to not buy up studios as Sony has. Couldn't they have sold the studio? Will we see another load of startups going on to create independent titles for Sony or other consoles?
If Sony wanted a dozen experimental titles, why outsource that rather than encourage internal development? Now if Wipeout was Studio Liverpool's choice, and they said to Sony, "we only want to make Wipeout," then it's fair to close them (if that same investment can generate more profit elsewhere). But if it's just varied games Sony want, I don't see why they feel the need to outsource that rather than encourage it as an internal culture. I don't know any Sony 1st party studios that are creating smaller, experimental games like Journey and Black Swan.
Unless this just isn't possible, and a studio of 100 people can only create one or two games at a time? But it seems daft to me to send these devs packing only for them to move to other studios and work on other games that Sony want. It's the same people producing the same content - if you own that content, it's much more profitable, as Nintendo knows only too well.
Is there any evidence of Sony encouraging out-there games from their first-party studios? When we read that they pressured Naughty Dog into creating a shooter when ND didn't want to, is it really safe to think that all Sony's first party studios are very free to do their own thing, and this focus on Wipeout was entirely Studio Liverpool's choice?
AFAIK most studios that repeat the same franchise do so because they are afraid a new IP will fail financially, or publisher won't fund new ideas. eg. Team 17 producing little more than Worms for a decade. A first party studio doesn't have that fear because the employees get paid regardless of how the game does. In those circumstances I'd expect the developers to take the opportunity to be a little more original, and if they don't, I'd expect there to be external influences. Can't say for sure, but I wouldn't say it's obviously Studio Liverpool's fault as you say. Plus I'm sure in conversations with Sony, Sony would have talked about it and suggested they didn't want another Wipeout, if that's how things were. I don't imagine Sony simply looked at Studio Liverpool's lineup, said, "Christ, another Wipeout game. Can't these guys think of anything original?" and pulled the plug just like that.
Yeah.It could be that combined with Sony's continuing financial troubles they are trying to slim down their investment in internal game developement. If that's the case then there might be more internal studios given the axe over the next year or two.
It's both expensive and risky to develope titles internally. If a title succeeds you have a greater potential for a profit. However, if it doesn't succeed, you have a far larger loss. That is in comparison to letting an external studio take all of the risks.
Not saying this is what is happening, of course. Just that it's one of the possibilities. Especially with Sony's top management being in relative flux and seemingly constant corporate realignment/reorganization the past few years.
Regards,
SB
This timely Studio Cambridge artist blog sheds some light:There may be some internal politics we don't know about but come on now, Sony has an eye for concepts and has no problem spending money on it.
Now we know internally Sony's studios have to pitch their games to Sony same as freelancers pitching to a publisher, and it's down to the suits to choose what gets backed and what doesn't.As you can see by the range of ideas that the Cambridge Studio pitched over the years we were nothing short of eclectic and the projects hightlighted above are only a small snap shot of the sorts of ideas we pitched.
The one key lesson we learnt during this concepting/pitching phase was to try and gain a foothold by creating a low budget demo that you can show instead of a PowerPoint presentation. That way you can demonstrate the game itself instead of explaining it to those who lack the potential to project the ideas into practical examples.
It is a real shame that at least some of these concepts did not find traction, as we then went on to see a lot of our ideas appear as other studios' games and were creativley and financially successful. We certainly were ahead of the curve with many of our ideas and it felt that for some reason we never really could get a break from constant pitches and presentation that all eventually fell by the wayside.
This timely Studio Cambridge artist blog sheds some light:
Now we know internally Sony's studios have to pitch their games to Sony same as freelancers pitching to a publisher, and it's down to the suits to choose what gets backed and what doesn't.
Do you care to reevaluate your position now?
Yes. I actually said, "Can't say for sure, but I wouldn't say it's obviously Studio Liverpool's fault as you say." The difference is I don't know and am entertaining the various options, asking for reasons to believe one way or another, whereas you are outright certain that Studio Liverpool lacked the creative talent to achieve more and you place the blame firmly on them and not at all on the financial executives who have the final say on what they got to make.Here's an idea I know you haven't thought of: maybe, just maybe they don't have the pedigree of a ND to execute on their ideas. Did you ever think of that?
Yes. I actually said, "Can't say for sure, but I wouldn't say it's obviously Studio Liverpool's fault as you say." The difference is I don't know and am entertaining the various options, asking for reasons to believe one way or another, whereas you are outright certain that Studio Liverpool lacked the creative talent to achieve more and you place the blame firmly on them and not at all on the financial executives who have the final say on what they got to make.
Ultimately, and very importantly, whatever internal designs Liverpool came up with that we don't know about, didn't have to meet with market approval to get the green light, but had to meet with executive approval. Ask anyone in the creative industries how hard and unfair that is, and you'll get plenty of feedback about how great ideas (sometimes proven great later when someone finally gives them backing) get turned away. The lack of creative output does not signify a lack of creative input in the cases where financial executives ultimately have the final say.
With that experience, would you say that funding executives are typically understanding of novel ideas, good at understanding artistic vision, and good at understanding what the market wants to ensure they back only the most fiscally viable projects?I know very well how creatives work and how one gets funding. I know first hand that everything and everyone who seeks external funding needs to meet the expectation of market trends, that's why an executive job exists in the first place.
With that experience, would you say that funding executives are typically understanding of novel ideas, good at understanding artistic vision, and good at understanding what the market wants to ensure they back only the most fiscally viable projects?
With that experience, would you say that funding executives are typically understanding of novel ideas, good at understanding artistic vision, and good at understanding what the market wants to ensure they back only the most fiscally viable projects?
In investing in independent external projects. They've also funded quite a few niche titles that haven't received significant financial returns AFAICS. The way I see it, there are two reasons why we could not be seeing innovative variety from Sony's first party studios.No, not all executives know what are good ideas and simply fund what are good ideas no matter what the cost or what the markets want. In Sony's case, their executives at least in their worldwide studio's game division have a proven track record. The list is quite long...
Quit the melodramatics. Explaining your POV when questioned by people with a different perspective is part and parcel of being on a discussion forum.....man, I never thought I'd be a defender of corporate shill by the madness on the internet needs to stop...
In investing in independent external projects. They've also funded quite a few niche titles that haven't received significant financial returns AFAICS. The way I see it, there are two reasons why we could not be seeing innovative variety from Sony's first party studios.
1) They are incapable of designing new games that are viable products in the current market
2) Sony have different requirements of their first parties and are more reluctant to invest outside of established concepts or franchises
Option 1 you propose, which may be true, but how can you know for a certaininty, or even at a high probability, that the internal business structures at Sony aren't more like option 2 and the output we see from internal studios isn't being creatively hampered?
Quit the melodramatics. Explaining your POV when questioned by people with a different perspective is part and parcel of being on a discussion forum.
I would have agreed with you on that not long ago as I thought that's how it operated, but the blog post does suggest that the internal studios don't have as much freedom to do their own thing as I believed. I guess a studio needs to have earned a lot of faith to be given carte blanche to spend Sony's money without Sony getting a say. I also wonder if there's a lot of regional difference, as the SCEE financiers are bound to be different people with different values to those running SCEJ and SCEA. A lot of positive comments I've heard about Sony this gen have been associated more with Phil Harrison. Looking at this list of Sony's 16 studios, I'm seeing a lot of one-or-two IP 'factories'. Guerilla just produce Killzone. PD just produce GT. Liverpool just produced Wipeout and Formula One. I can see three studios producing a lot of varied content - Studio Japan, Santa Monica, and Cambridge. (goes googling) Tell a lie, Santa Monica is a God of War franchise machine with support for other developers creating their broad library. Only Japan and Cambridge are producing multiple different games.I suspect they leave their studios to their own devices. I know that is as much a fact, at least their US suits don't bother much. I know David Cage has mentioned as much as well.